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Cleric Global PvE Build
October 9, 2026 at 06:50 PM
Added a Global PvE build with skill priorities, specialties, Stigmas, Daevanion targets and combat guidance.
This Cleric build covers Global PvE as of October 10, 2026. It uses Condemnation and Divine Aura for sustained damage while keeping Healing Light, Radiant Recovery and encounter support on manual keys. Healing and cleansing take priority when the party needs them. Cleric Skills lists the whole kit; the loadout below uses four Stigmas.
Levels below are effective skill levels, including gear, Arcana and Daevanion bonuses. Skill points buy Mastery levels up to 10. For the core actives listed here, raising a learned level-1 skill to level 8 costs 13 skill points in total; level 10 costs 21. Check the character-level requirement before spending. Specialty slots open at 8, 12 and 20; the fifth option unlocks at 16, while the skill still has two slots. Spec numbers below follow the five options from top to bottom.
While leveling, raise Earth's Retribution and Judgment Thunder first, then Condemnation and Divine Aura. Earth's Retribution restores MP between spells. Take the first specialty on each important attack before pushing every skill to 10.
Make effective Condemnation 12 an early Daevanion goal. Pair its critical-hit cooldown reset with Earth Punishment at Stigma level 5 and keep Chain of Torment on the target.
Prioritize extra levels on Condemnation and Divine Aura toward 16 and 20. Add Bolt levels for its specialty choices and keep Healing Light and Radiant Recovery developed enough for the encounters you are healing.
Among passives, prioritize Empyrean Lord's Grace and Earth's Grace, then Healing Enhancement. Radiant Benediction adds healing while you attack. Healing Enhancement scales Heal Boost from Attack, so offensive gear can improve healing too.
Skill | Effective level | Selections |
|---|---|---|
Condemnation | 8 | Spec 2: Up to +12% damage when less targets hit |
Condemnation | 12 | Spec 2: Up to +12% damage when less targets hit; Spec 4: Resets cooldown on landing a Critical Hit with [Condemnation] |
Condemnation | 20 | Spec 2: Up to +12% damage when less targets hit; Spec 4: Resets cooldown on landing a Critical Hit with [Condemnation]; Spec 5: Multi-Hit on hit |
Divine Aura | 12 | Spec 3: +50% [Divine Aura] attacking speed; Spec 4: +3s [Divine Aura] duration |
Divine Aura | 16 | Spec 3: +50% [Divine Aura] attacking speed; Spec 5: -10s cooldown |
Divine Aura | 20 | Spec 3: +50% [Divine Aura] attacking speed; Spec 4: +3s [Divine Aura] duration; Spec 5: -10s cooldown |
Earth's Retribution | 12 | Spec 2: +20% [Discharge] Chain Skill trigger chance; Spec 4: -7s [Bolt] cooldown on landing [Discharge] |
Bolt | 12 | Spec 3: +30% Skill Speed; Spec 4: Up to +20% damage when less targets hit |
Bolt | 16 | Spec 3: +30% Skill Speed; Spec 5: Critical Hit on hit |
Healing Light | 12 | Spec 1: +2 consecutive uses; Spec 4: +2% HP restored |
Radiant Recovery | 12 | Spec 3: -3s cooldown; Spec 4: +10% Incoming Heal for 10s |
Radiant Recovery | 16 | Spec 3: -3s cooldown; Spec 5: +5% HP restored |
Keep Condemnation's Spec 4 at level 16; its reset is the reason the loop works. At 20, the third slot adds its guaranteed Multi-Hit option. For pack farming, Divine Aura can replace the attack-speed option with Spec 2, Changes to AoE Skill. If MP is short, Earth's Retribution can use Spec 1, +20% MP restored, in place of its extra Discharge chance. Radiant Recovery's current Spec 2 is +1 consecutive use; choose it when back-to-back recovery matters more than the listed pair.
Character level / slot | Stigma | Priority |
|---|---|---|
22 / first | Earth Punishment | Reach 5 for guaranteed Condemnation critical hits; then make it the first level-20 Stigma. |
27 / second | Light of Protection | Toggle it on and check the buff bar. Level it after the core damage Stigmas when a Chanter often supplies the overlapping effect. |
32 / third | Noble Aura | An attacking aura. Level 5 adds Critical Hit; 10 improves damage against targets with Debilitating Mark; 15 adds damage against incapacitation-immune targets. |
37 / fourth | Prayer of Amplification | Reach 5 for PvE Damage Boost, then work through 10 and 15 for the passive multipliers. |
Earth Punishment at 20 extends its damage over time and Earth's Blessing by 10s. After that, develop Noble Aura and Prayer of Amplification around the shards available. Light of Protection's damage bonus does not stack with Chanter's Undefeated Mantra; the higher-level effect applies. If the Chanter supplies it, replace Light of Protection with Summon Resurrection or Yustiel's Power. A group that needs more support can also replace Noble Aura. Keep the healing or resurrection tool that solves the encounter, even when it reduces personal damage.
The coordinates below use the Global board's grid: row increases downward, column increases to the right, and the starting node is row 8, column 8. Each listed blue node costs 3 Daevanion points and gives +1 to its skill; connecting nodes cost extra. Follow connected north, south, east or west nodes and choose a route that shares useful Attack or passive nodes. These are target locations, not a total-cost allocation.
Skill | Nezekan (+1) | Zikel (+1) |
|---|---|---|
Condemnation | Row 5, column 11 | Row 9, column 3 |
Divine Aura | Row 11, column 8 | Row 7, column 5 |
Bolt | Row 13, column 7 | Row 3, column 11 |
Use Nezekan and Zikel's +1 nodes to make base level-10 skills effective level 12. Condemnation comes first because its reset unlocks there. Find convenient Healing Light, Radiant Recovery and Earth's Retribution nodes along the routes rather than copying a Korean board layout. After the useful skill thresholds, take the offensive orange nodes for Combat Speed, Cooldown Reduction, Damage Boost, Critical Damage Boost and Multi-Hit Chance, followed by Empyrean Lord's Grace and Earth's Grace nodes. Attack and Critical Hit nodes come next; HP, Defense and damage tolerance support harder fights. Nezekan, Zikel, Vaizel and Triniel open at 12, 20, 30 and 40. Their four +1 nodes alone take base 10 to effective 14. See Daeva System and Daevanion Board.
Part | Skill options to keep |
|---|---|
Parchment | Condemnation, Radiant Recovery, Bolt and Earth's Retribution |
Compass | Divine Aura, Healing Light and Judgment Thunder |
Chalice | Fill the core damage or healing skill that is short of its next threshold |
Passive cards | Empyrean Lord's Grace, Earth's Grace and Healing Enhancement |
Choose Arcana skill lines before forcing a complete set. A Condemnation card that reaches level 12, or a Divine Aura card that reaches 16 or 20, changes what the build can do. Time supports Combat Speed, Destruction supports Attack Increase and Wisdom supports Double Chance. Use the available cards to support those stats without losing the core skill levels.
On the mace, guard and rings, retain useful active-skill levels. For other gear lines, look for Attack, Might, Combat Speed, Weapon Damage Boost and enough Accuracy to land attacks. Attack also feeds Healing Enhancement. MP sustain remains useful while leveling, especially when Bolt and Judgment Thunder compete for resources. Equip HP or defensive lines if you cannot safely stay alive to heal. There is no universal Accuracy or Critical Hit number that establishes readiness for every Global dungeon.
Before the pull, activate Light of Protection if the loadout uses it, summon Noble Aura and apply Light of Regeneration when party sustain is needed. Keep the toggle off the repeating macro so it is not switched off again.
Apply Prayer of Amplification, Earth Punishment and Chain of Torment to start the Condemnation loop. Condemnation requires Chain of Torment; Earth Punishment's level-5 specialty guarantees its critical hit, and Condemnation's level-12 specialty resets its cooldown on that critical hit.
Weave Earth's Retribution for MP while prioritizing Condemnation. Refresh the marks and use Divine Aura, Debilitating Mark and Judgment Thunder between the core casts. Fully charge Bolt when it is available and the fight gives you time.
Heal manually with Healing Light for smaller recovery and Radiant Recovery for larger party recovery or cleansing. Use the equipped support Stigma when needed. Resume the damage loop after the party is stable.
An in-game macro can give one line priority to Earth Punishment, Prayer of Amplification, Condemnation and Chain of Torment, and a second line priority to Debilitating Mark, Divine Aura, Light of Regeneration and Judgment Thunder. A tested starting sequence presses the first line three times for every press of the second. Hold Earth's Retribution alongside it; keep Bolt and the direct heals manual. Skills and Specialties explains that macro order is not guaranteed, so tune it against the skills that actually fire.
Check Combat Analysis after a controlled test. Condemnation's hit count should be similar to or higher than Judgment Thunder's in the developed reset setup. If it is lower, first check Chain of Torment, Earth Punishment and the selected reset specialty, then give the Condemnation line more macro steps. Test with the same gear and duration. A missed cleanse or heal matters more than preserving the test rotation.
Cleric
Cleric Skills